Rigging
Characters are rigged automatically, with no markers to place:
- The skeleton is built on the generated body's joints.
- MakeHuman's CC0 skin weights are mapped onto it.
- Every clothing, hair and accessory vertex then gets weights: proxies through their reference vertices, and garments through the base mesh or the nearest body vertices.
Weights follow through subdivision.
| Option | Choices |
|---|---|
| Skeleton | Game rig (65 bones, Mixamo names; retargets to Mixamo / Unity Humanoid / Unreal), lite (25 bones, no fingers), full MakeHuman (163 bones incl. face), none. Each also gets a WeaponR socket bone (below). |
| Facial bones | jaw + eyes (on by default; the eyes glance around in every clip) |
| Rest pose | A-pose (natural) or T-pose (re-posed with linear blend skinning) |
These options live in the Export panel.
Weapon socket
Every rig has a WeaponR bone under the right hand, centred in the closed grip. Its +Y axis runs out of the top of the fist (the grip and blade axis), and +Z points toward the knuckles. Parenting a prop to it is how games usually attach weapons, so you can swap weapons in the engine without re-exporting the character.
What's exported
- GLB: a joint hierarchy, inverse bind matrices, and
JOINTS_0/WEIGHTS_0. - FBX: LimbNodes, Skin/Cluster deformers and a bind pose.
- ZIP: adds
<name>.rig.json, the bind pose in an engine-neutral form.
scripts/blender_rig_check.py imports the exports into Blender and checks that posing deforms the mesh correctly.